<!DOCTYPE html>
<html lang="en-us">
  <head>
    <meta charset="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
    <title>impossibletask</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico">
    <link rel="stylesheet" href="TemplateData/style.css">
  </head>
  <body>
    <div id="unity-container" class="unity-desktop">
      <canvas id="unity-canvas" width=480 height=720></canvas>
      <div id="unity-loading-bar">
        <div id="unity-logo"></div>
        <div id="unity-progress-bar-empty">
          <div id="unity-progress-bar-full"></div>
        </div>
      </div>
      <div id="unity-warning"> </div>
      <div id="unity-footer">
        <div id="unity-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">impossibletask</div>
      </div>
    </div>
    <script>
	    var container = document.querySelector("#unity-container");
	    var canvas = document.querySelector("#unity-canvas");
	    var loadingBar = document.querySelector("#unity-loading-bar");
	    var progressBarFull = document.querySelector("#unity-progress-bar-full");
	    var fullscreenButton = document.querySelector("#unity-fullscreen-button");
	    var warningBanner = document.querySelector("#unity-warning");

	    // Shows a temporary message banner/ribbon for a few seconds, or
	    // a permanent error message on top of the canvas if type=='error'.
	    // If type=='warning', a yellow highlight color is used.
	    // Modify or remove this function to customize the visually presented
	    // way that non-critical warnings and error messages are presented to the
	    // user.
	    function unityShowBanner(msg, type) {
		    function updateBannerVisibility() {
			    warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
		    }
		    var div = document.createElement('div');
		    div.innerHTML = msg;
		    warningBanner.appendChild(div);
		    if (type == 'error') div.style = 'background: red; padding: 10px;';
		    else {
			    if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
			    setTimeout(function() {
				    warningBanner.removeChild(div);
				    updateBannerVisibility();
			    }, 5000);
		    }
		    updateBannerVisibility();
	    }

	    var buildUrl = "Build";
	    var loaderUrl = buildUrl + "/web.loader.js";
	    var config = {
		    dataUrl: buildUrl + "/web.data.unityweb",
		    frameworkUrl: buildUrl + "/web.framework.js.unityweb",
		    codeUrl: buildUrl + "/web.wasm.unityweb",
		    streamingAssetsUrl: "StreamingAssets",
		    companyName: "cn2020",
		    productName: "impossibletask",
		    productVersion: "1.0.3",
		    showBanner: unityShowBanner,
	    };

	    // By default Unity keeps WebGL canvas render target size matched with
	    // the DOM size of the canvas element (scaled by window.devicePixelRatio)
	    // Set this to false if you want to decouple this synchronization from
	    // happening inside the engine, and you would instead like to size up
	    // the canvas DOM size and WebGL render target sizes yourself.
	    // config.matchWebGLToCanvasSize = false;

	    if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
		    container.className = "unity-mobile";
		    // Avoid draining fillrate performance on mobile devices,
		    // and default/override low DPI mode on mobile browsers.
		    config.devicePixelRatio = 1;
		    unityShowBanner('WebGL builds are not supported on mobile devices.');
	    } else {
		    canvas.style.width = "480px";
		    canvas.style.height = "720px";
	    }
	    loadingBar.style.display = "block";

	    var script = document.createElement("script");
	    script.src = loaderUrl;
	    var myuins;
		var mytext='is null';
	    script.onload = () => {
		    createUnityInstance(canvas, config, (progress) => {
			    progressBarFull.style.width = 100 * progress + "%";
		    }).then((unityInstance) => {
			    myuins = unityInstance;
			    
			    loadingBar.style.display = "none";
			    fullscreenButton.onclick = () => {
				
				    unityInstance.SetFullscreen(1);
			    };
		    }).catch((message) => {
			    alert(message);
		    });
	    };
	    async function getClipboardContents() {
		    try {
			    const text = await navigator.clipboard.readText();
			    mytext = text;
				console.log(mytext);
		    } catch (err) {
			    console.error('Failed to read clipboard contents: ', err);
		    }
	    }
	    function ClipGet() {
		    console.log("UnityToWeb");
		  
	    }
	    function TestSend() {

		     myuins.SendMessage("Mgr", "JsToUnity",mytext);

	    }
	
	    document.body.appendChild(script);
		
    </script>
  <button Type="button" onclick="TestSend()">send</button>
   <button Type="button" onclick="getClipboardContents()">show</button>
  </body>
</html>
